pve / dps orientated
First of this build is good for either buffing and relatively high dps combined, or high dps, the only difference between one and the other is what gear you wear and what enchants you decide to use at this point in time I have switched to the Imperial set which is much better for DPS my Tiamat set (neck and waist) I have stuck in the bank which is a good all rounder but is better suited to healers.
Artifacts I have used are:
Rod of Imperial Restraint - part of set
Tiamats orb of majesty = good ill round stats inc armour pen which is a must have.
Sigil of the hunter - Power/recovery/stamina - great artifact and free
Heart of the Black Dragon - Recovery/Armour pen/Action point gain, I consider this artifact a must have for its stats.
This builds (on my enchant setup) healing capability is crappy, my heals are ok but due to a huge lack of recovery (not needed for dps or buffing) it feels like your waiting forever to cast you next heal spell. Ultimately if you wish to be an effective healer in an end game dungeon use a a heal build and not this one.
Strength gives us Stamina, crit and dot damage which are all very useful in this build
Wisdom gives us a Damage and healing bonus and control resist/bonus
*additionally if you have relatively high Charisma that will give you recharge speed increase AP gain companion stat bonus and combat advantage bonus
Venus Load-out
This is optional and comes down to play style, however I have found for the most part this load-out works really well, it should be noted however Searing Light is it best used for AoE damage ONLY and chains can be used for either single target or AoE. Daunting Light is situational option in this build as well and you can do massive damage with it on those occasions.
Chult Loadout
Astral Shield is a must do unfortunately but at my Item Level (13974) I can not take the amount of damage dealt to me without it in many cases even with the 38% Damage Resistance that I have.
update: I no longer need to use Astral Shield at 14k2, I am currently using Divine Glow, Daunting light and chains. This is due to a dps increase (I gained more crit from upgrading an enchant) and will just get better and better as a gear up :)
Class Feats
Terrifying Insight - 20% damage buff for you and your party (within 120') (at rank 4)
Divine fortune - At Rank 4 20% more divine power
Alternatives to Divine fortune
Holy Fervor - 20% Action Point gain (at rank 4)
Hastening Light - When you activate a daily power all allies within 50' have the power recharge times reduced
Each have their merits so choose by what you think you need the most
Encounters
In end game dungeons I now use a widened variety Break the Spirit, Prophecy of doom and Divine Glow the extra buffs to the party are great and make the chances of success better as well.
Divine Glow - I always try to use this spell 1st as it lowers the targets damage resistant meaning you and everyone else will do more damage to it
Forge Masters Flame - Really nice damage against single targets or bosses alternative to this is Prophecy of Doom
Searing Light - great aoe damage and reasonable heals for you and your party, it's only downside is it requires you to move around so your targets are in a line for you
alternate options for searing light are sun burst, Daunting Light, Chains of Blazing Light
Daunting light is optional is some situations even without a high recovery setup however it does have a higher cool down than many of the others.
At Wills
Brand of the Sun - good damage dealing dot and as we are feated for it as well it also reduces the target damage output and chance to crit by 5%
Lance of faith - Was using Sacred flame as pictured which is a nice damage dealer but gave this ago cos it used to be crap, it certainly isn't any more and I will not be returning to Sacred Flame :)
Dailies
Flamestrike - Great aoe damage that can get you our of trouble more often than not :) very effective on groups / trash
Hammer of Fate Good against single targets such as bosses
Hallowed ground - I only ever use this when in party and only then in places like SVA, FBI and Spellplague Caverns, and only then if I feel the party requires it (it is not on my bar most of the time)
Boons
Tyranny of Dragons
Storm Kings thunder
In my old build I had 3 points in Healing warmth, however in this new build I now only have 2 and added the remaining point to Chill of Winter for that little extra damage.
Jungles of Chult is still a work in progress but 3 points in Tyrant's Terror will give me 1000 extra power. Beasts Burden was tempting but it is limited to dinosaurs only which sucks for all other content :/
Enchants
Offence - I have one Azure and one Dark (due to the recent armour pen changes) and all others are Radiants, this build does not require massive amounts of recovery. I currently have 9266 which is plenty for me at this time.
Companion has 1 Azure enchantment Rank 9 , a radiant 9 and a 10 and a Brutal Rank 12
Defence - Azures all the way, we can get pretty decent defence which helps us a lot
Companion - azures
Armour Enchant - Soulforged (this I want to change to maybe a negation, as I keep getting double tapped in chult making the whole point of a soulforge pretty much pointless.
Weapon enchant - Trans Flaming
alternatives
I used to use a Trans Lightning which was great for aoe but sucked for single target so I switched to the Flaming for better single target damage and I am very very happy with it.
Companions
Summoned Companion
Vicious Dire Wolf - 3% chance to interrupt your target, also has a chance to knock your target prone which is turn activates the paranoids active bonus of 3% extra damage:)
Active companions
Paranoid Delusion - Best as I can tell Flamestrike will proc the active bonus
Epic Sprite - 2% AP Gain
Rare Boar - Summoned companion gets 75% crit severity, you get 1.5% crit severity
Rare Lightfoot Thief - On critical hit - Foes nearby target for 3 x level based damage every 2 seconds for 10 seconds